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This directory is for quickfort blueprints. You can apply them to your fortress
map with the DFHack
[quickfort script](https://docs.dfhack.org/en/stable/docs/_auto/base.html#quickfort).
You can create blueprints by hand or by using any spreadsheet application,
saving them as .xlsx or .csv files. You can also build your plan "for real" in
Dwarf Fortress, and then export your map using the DFHack
[blueprint plugin](https://docs.dfhack.org/en/stable/docs/Plugins.html#blueprint)
for later replay in a different fort.
DFHack blueprints are compatible with the original Quickfort 2.0 syntax. If you
have existing blueprints that worked with https://github.com/joelpt/quickfort,
then they should work just fine in DFHack quickfort.
There are many ready-to-use examples of blueprints in the library subfolder.

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This directory is for quickfort blueprints. You can apply them to your fortress
map with the DFHack quickfort plugin. See
https://docs.dfhack.org/en/stable/docs/Scripts.html#quickfort for details.
You can create blueprints by hand or by using any spreadsheet application,
saving them as .xlsx or .csv files. You can also build your plan "for real" in
Dwarf Fortress, and then export your map using the DFHack blueprint for later
replay in a different fort. See
https://docs.dfhack.org/en/stable/docs/Plugins.html#blueprint for more info.
DFHack blueprints follow the original Quickfort 2.0 syntax. See
https://github.com/joelpt/quickfort for joelpt's excellent documentation.
There are many ready-to-use examples of blueprints in the library subfolder.

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# quickfort aliases common baseline configuration file
# Common baseline for aliases for quickfort query mode blueprints.
#
# Defines custom keycode shortcuts for blueprints. Please DO NOT EDIT this file
# directly. Instead, custom aliases should be added to
# dfhack-config/quickfort/aliases.txt.
# Please DO NOT EDIT this file directly. Instead, custom aliases should be added
# to dfhack-config/quickfort/aliases.txt. See that file for syntax
# documentation.
#
# Syntax:
# aliasname: keystrokes
#
# Special keys:
# {Right}, {Left}, {Up}, {Down}, >, < move the DF cursor
# {/}, {*}, {+}, {-} can be used to navigate some DF menus
# {Enter}, +{Enter}, {ExitMenu} - Enter, Shift+Enter, and Escape, respectively
# {Wait} pauses playback briefly
#
# Special keys can be repeated by adding a number inside the curly braces, for
# example: {Down 5}
# The aliases in this file were tested in DF 0.47.04 on 2020 Jul 18.
#
# Some shorthand:
# & expands to {Enter}
# @ expands to +{Enter}
# ^ expands to {ExitMenu}
# % expands to {Wait}
# The aliases are generally split into three categories:
# 1) The aliases that name a type disables everything else for that stockpile
# category and enable only that type. For example, "preparedfood" enables
# prepared food and disables all other types of food.
# 2) The aliases that start with "forbid" only forbid (or toggle) the named type
# and leave the rest of the stockpile untouched.
# 3) The aliases that start with "permit" only permit (or toggle) the named type
# and leave the rest of the stockpile untouched.
#
# The aliases in this file were tested in DF 0.47.04 on 2020 Jul 18.
# Aliases that don't fit into those two categories have comments explaining
# their usage.
########################################
# general purpose stockpile adjustments
########################################
linksonly: a
nocontainers: CE
# for configuring stockpiles to give to other nearby stockpiles/workshops
give2up: g{Up 2}&
give2down: g{Down 2}&
give2left: g{Left 2}&
give2right: g{Right 2}&
give10up: g{Up 10}&
give10down: g{Down 10}&
give10left: g{Left 10}&
give10right: g{Right 10}&
# use to toggle a sequence of stockpile options. for example: {togglesequence 5}
togglesequence: &{Down}
togglesequence2: &{Down 2}
enablesequence: e{Down}
# Enables everything but corpses and refuse. Refuse is excluded since otherwise
# clothes and armor in this quantum stockpile will rot away. If you want bones
# in your quantum stockpile, apply this alias to a refuse stockpile (but don't
# put useful clothes or armor in there!)
quantum: {linksonly}{nocontainers}{enableanimals}{enablefood}{furnitureprefix}{enablestone}{enableammo}{enablecoins}{enablebars}{enablegems}{enablefinishedgoods}{enableleather}{enablecloth}{enablewood}}{enableweapons}{enablearmor}{enablesheet}
# Run one of the quantumstopfrom* aliases over a track stop that is set to dump
# into a quantum stockpile. The alias will set up the stop to accept all types
# (the actual types stored in the quantum stockpile is controlled by the feeder
# stockpile) and link the indicated adjacent feeder stockpile. All you need to
# do afterwards is assign a vehicle to the stop (and optionally give the route a
# name). The track stop does not need to be constructed yet, but the stockpile
# needs to be in place so we can link to it.
quantumstopprefix: ^hrs&xxx&{enablesequence 17}^
quantumstopfromeast: {quantumstopprefix}s{Right}p^{Left}^q
quantumstopfromsouth: {quantumstopprefix}s{Down}p^{Up}^q
quantumstopfromwest: {quantumstopprefix}s{Left}p^{Right}^q
quantumstopfromnorth: {quantumstopprefix}s{Up}p^{Down}^q
##################################
# animal stockpile adjustments
##################################
animalsprefix: s
enableanimals: {animalsprefix}e^
disableanimals: {animalsprefix}d^
# enables only the specified type (and disables everything else)
cages: {animalsprefix}bu^
traps: {animalsprefix}bj^
# forbids specific items in an already-configured stockpile
forbidcages: {animalsprefix}u^
forbidtraps: {animalsprefix}j^
##################################
# food stockpile adjustments
##################################
seeds: s{Down}deb{Right}{Down 9}p^
noseeds: s{Down}dea{Right}{Down 9}f^
booze: s{Down}deb{Right}{Down 5}p{Down}p^
food: s{Down}dea{Right}{Down 5}f{Down}f{Down 3}f^
plants: s{Down}deb{Right}{Down 4}p^
foodprefix: s{Down}
enablefood: {foodprefix}e^
disablefood: {foodprefix}d^
preparedfood: {foodprefix}bu^
unpreparedfish: {foodprefix}b{Right}{Down 2}p^
plants: {foodprefix}b{Right}{Down 4}p^
booze: {foodprefix}b{Right}{Down 5}p{Down}p^
seeds: {foodprefix}b{Right}{Down 9}p^
dye: {foodprefix}b{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^
tallow: {foodprefix}b{Right}{Down 13}{Right}{Down}{togglesequence2 811}^
miscliquid: {foodprefix}b{Right}{Down 18}p^
forbidpreparedfood: {foodprefix}u^
forbidunpreparedfish: {foodprefix}{Right}{Down 2}f^
forbidplants: {foodprefix}{Right}{Down 4}f^
forbidbooze: {foodprefix}{Right}{Down 5}f{Down}f^
forbidseeds: {foodprefix}{Right}{Down 9}f^
forbiddye: {foodprefix}{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^
forbidtallow: {foodprefix}{Right}{Down 13}{Right}{Down}{togglesequence2 811}^
forbidmiscliquid: {foodprefix}{Right}{Down 18}f^
permitpreparedfood: {forbidpreparedfood}
permitunpreparedfish: {foodprefix}{Right}{Down 2}p^
permitplants: {foodprefix}{Right}{Down 4}p^
permitbooze: {foodprefix}{Right}{Down 5}p{Down}p^
permitseeds: {foodprefix}{Right}{Down 9}p^
permitdye: {forbiddye}
permittallow: {forbidtallow}
permitmiscliquid: {foodprefix}{Right}{Down 18}p^
# enables everything but seeds
noseeds: {disablefood}{enablefood}{forbidseeds}
# enables all food except for the types listed above
food: {noseeds}{forbidpreparedfood}{forbidunpreparedfish}{forbidplants}{forbidbooze}{forbiddye}{forbidtallow}{forbidmiscliquid}
##################################
# refuse stockpile adjustments
# furniture stockpile adjustments
##################################
corpses: s{Down 4}deb{Right 2}&{Down 2}&{Left}{Down}p{Down}p^
bones: s{Down 4}deb{Right}{Down 3}p{Down}p^
rawhides: s{Down 4}deb{Right 2}{Down}&^
tannedhides: s{Down 4}deb{Right 2}{Down 53}&^
furnitureprefix: s{Down 2}
enablefurniture: {furnitureprefix}e^
disablefurniture: {furnitureprefix}d^
pots: {furnitureprefix}de{Right}f{Right}{Up 5}&^
bags: {furnitureprefix}de{Right}f{Right}{Up 10}&{Left}{Down}f{Down}f{Down}f{Right}{Down}&{Down 6}&{Down}&{Down 6}&^
buckets: {furnitureprefix}de{Right}f{Right}{Up 12}&^
sand: {furnitureprefix}de{Right}f{Right}{Up}&^
###########################################
# corpses and refuse stockpile adjustments
###########################################
corpsesprefix: s{Down 3}
enablecorpses: {corpsesprefix}e^
disablecorpses: {corpsesprefix}d{Up}d^
refuseprefix: s{Down 4}
enablerefuse: {refuseprefix}e^
disablerefuse: {refuseprefix}d^
# bodyparts include remains/corpses and rotten rawhdes
bodyparts: {refuseprefix}b{Right 2}&{Down 2}&{Left}{Down}p{Down}p^
rawhides: {refuseprefix}b{Right 2}{Down}&^
tannedhides: {refuseprefix}b{Right 2}{Down 53}&^
skulls: {refuseprefix}b{Right}{Down 3}p^
bones: {refuseprefix}b{Right}{Down 4}p^
shells: {refuseprefix}b{Right}{Down 5}p^
teeth: {refuseprefix}b{Right}{Down 6}p^
horns: {refuseprefix}b{Right}{Down 7}p^
hair: {refuseprefix}b{Right}{Down 8}p^
craftrefuse: {skulls}{permitbones}{permitshells}{permitteeth}{permithorns}{permithair}
forbidbodyparts: {refuseprefix}{Right 2}&{Down 2}&{Left}{Down}f{Down}f^
forbidrawhides: {refuseprefix}{Right 2}{Down}&^
forbidtannedhides: {refuseprefix}{Right 2}{Down 53}&^
forbidskulls: {refuseprefix}{Right}{Down 3}f^
forbidbones: {refuseprefix}{Right}{Down 4}f^
forbidshells: {refuseprefix}{Right}{Down 5}f^
forbidteeth: {refuseprefix}{Right}{Down 6}f^
forbidhorns: {refuseprefix}{Right}{Down 7}f^
forbidhair: {refuseprefix}{Right}{Down 8}f^
forbidcraftrefuse: {forbidskulls}{forbidbones}{forbidshells}{forbidteeth}{forbidhorns}{forbidhair}
permitbodyparts: {refuseprefix}{Right 2}&{Down 2}&{Left}{Down}p{Down}p^
permitrawhides: {forbidrawhides}
permittannedhides: {forbidtannedhides}
permitskulls: {refuseprefix}{Right}{Down 3}p^
permitbones: {refuseprefix}{Right}{Down 4}p^
permitshells: {refuseprefix}{Right}{Down 5}p^
permitteeth: {refuseprefix}{Right}{Down 6}p^
permithorns: {refuseprefix}{Right}{Down 7}p^
permithair: {refuseprefix}{Right}{Down 8}p^
permitcraftrefuse: {permitskulls}{permitbones}{permitshells}{permitteeth}{permithorns}{permithair}
##################################
# stone stockpile adjustments
##################################
metal: s{Down 5}deb{Right}p^
nometal: s{Down 5}dea{Right}f^
bauxite: s{Down 5}deb{Right}{Down 2}{Right}{Down 42}&^
stoneprefix: s{Down 5}
enablestone: {stoneprefix}e^
disablestone: {stoneprefix}d^
metal: {stoneprefix}b{Right}p^
iron: {stoneprefix}b{Right}{Right}&{Down}&{Down 13}&^
economic: {stoneprefix}b{Right}{Down}p^
flux: {stoneprefix}b{Right}{Down}{Right}{togglesequence 4}{Down 4}&^
plaster: {stoneprefix}b{Right}{Down}{Right}{Down 6}&{Down 3}{togglesequence 3}^
coalproducing: {stoneprefix}b{Right}{Down}{Right}{Down 4}{togglesequence 2}^
otherstone: {stoneprefix}b{Right}{Down 2}p^
bauxite: {stoneprefix}b{Right}{Down 2}{Right}{Down 42}&^
clay: {stoneprefix}b{Right}{Down 3}p^
forbidmetal: {stoneprefix}{Right}f^
forbidiron: {stoneprefix}{Right}{Right}&{Down}&{Down 13}&^
forbideconomic: {stoneprefix}{Right}{Down}f^
forbidflux: {stoneprefix}{Right}{Down}{Right}{togglesequence 4}{Down 4}&^
forbidplaster: {stoneprefix}{Right}{Down}{Right}{Down 6}&{Down 3}{togglesequence 3}^
forbidcoalproducing: {stoneprefix}{Right}{Down}{Right}{Down 4}{togglesequence 2}^
forbidotherstone: {stoneprefix}{Right}{Down 2}f^
forbidbauxite: {stoneprefix}{Right}{Down 2}{Right}{Down 42}&^
forbidclay: {stoneprefix}{Right}{Down 3}f^
permitmetal: {stoneprefix}{Right}p^
permitiron: {forbidiron}
permiteconomic: {stoneprefix}{Right}{Down}p^
permitflux: {forbidflux}
permitplaster: {forbidplaster}
permitcoalproducing: {forbidcoalproducing}
permitotherstone: {stoneprefix}{Right}{Down 2}p^
permitbauxite: {forbidbauxite}
permitclay: {stoneprefix}{Right}{Down 3}p^
##################################
# ammo stockpile adjustments
##################################
ammoprefix: s{Down 6}
enableammo: {ammoprefix}e^
disableammo: {ammoprefix}d^
bolts: {ammoprefix}a{Right 2}{Down}{togglesequence 2}^
forbidmetalbolts: {ammoprefix}{Right}{Down}f^
forbidwoodenbolts: {ammoprefix}{Right}{Down 2}{Right}&^
forbidbonebolts: {ammoprefix}{Right}{Down 2}{Right}{Down}&^
##################################
# bar stockpile adjustments
##################################
barsprefix: s{Down 8}
enablebars: {barsprefix}e^
disablebars: {barsprefix}d^
bars: {barsprefix}b{Right}p{Down}p^
metalbars: {barsprefix}b{Right}p^
ironbars: {barsprefix}b{Right 2}&^
steelbars: {barsprefix}b{Right 2}{Down 8}&^
pigironbars: {barsprefix}b{Right 2}{Down 9}&^
otherbars: {barsprefix}b{Right}{Down}p^
coal: {barsprefix}b{Right}{Down}{Right}&^
potash: {barsprefix}b{Right}{Down}{Right}{Down}&^
ash: {barsprefix}b{Right}{Down}{Right}{Down 2}&^
pearlash: {barsprefix}b{Right}{Down}{Right}{Down 3}&^
soap: {barsprefix}b{Right}{Down}{Right}{Down 4}&^
blocks: {barsprefix}b{Down 2}p{Down}p{Down}p^
forbidbars: {barsprefix}{Right}f{Down}f^
forbidmetalbars: {barsprefix}{Right}f^
forbidironbars: {barsprefix}{Right 2}&^
forbidsteelbars: {barsprefix}{Right 2}{Down 8}&^
forbidpigironbars: {barsprefix}{Right 2}{Down 9}&^
forbidotherbars: {barsprefix}{Right}{Down}f^
forbidcoal: {barsprefix}{Right}{Down}{Right}&^
forbidpotash: {barsprefix}{Right}{Down}{Right}{Down}&^
forbidash: {barsprefix}{Right}{Down}{Right}{Down 2}&^
forbidpearlash: {barsprefix}{Right}{Down}{Right}{Down 3}&^
forbidsoap: {barsprefix}{Right}{Down}{Right}{Down 4}&^
forbidblocks: {barsprefix}{Down 2}f{Down}f{Down}f^
##################################
# gem stockpile adjustments
##################################
gemsprefix: s{Down 9}
enablegems: {gemsprefix}e^
disablegems: {gemsprefix}d^
roughgems: {gemsprefix}b{Right}p^
roughglass: {gemsprefix}b{Right}{Down}p^
cutgems: {gemsprefix}b{Right}{Down 2}p^
cutglass: {gemsprefix}b{Right}{Down 3}p^
cutstone: {gemsprefix}b{Right}{Down 4}p^
forbidroughgems: {gemsprefix}{Right}f^
forbidroughglass: {gemsprefix}{Right}{Down}f^
forbidcutgems: {gemsprefix}{Right}{Down 2}f^
forbidcutglass: {gemsprefix}{Right}{Down 3}f^
forbidcutstone: {gemsprefix}{Right}{Down 4}f^
#######################################
# finished goods stockpile adjustments
#######################################
finishedgoodsprefix: s{Down 10}
enablefinishedgoods: {finishedgoodsprefix}e^
disablefinishedgoods: {finishedgoodsprefix}d^
jugs: {finishedgoodsprefix}{Right}f{Right}{Up 2}&{Left}{Down 2}f{Down}f{Down}f^
# Only use nobauxite on stone piles that you want to accept all "Other Stone" on.
# This alias works by permitting all "Other Stone",then forbidding just bauxite.
# Thus you wouldn't want to use this on a metal-only pile, for example.
nobauxite: s{Down 5}{Right}{Down 2}p{Right}{Down 42}&^
##################################
# misc stockpile adjustments
# cloth
##################################
# Artifacts-only stockpile, usable on any type of existing pile.
artifacts: sd{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down}d{Down 4}deu{Right}{Up}f{Right}{Up}&{Left 2}{Down 4}e{Right}{Up}f{Right}{Up}&{Left 2}{Down 4}e{Right}{Up}f{Right}{Up}&{Left 2}{Down 4}e{Right}{Up}f{Right}{Up}&{Left 2}{Down}e{Right}{Up}f{Right}{Up}&{Left 2}^
clothprefix: s{Down 12}
enablecloth: {clothprefix}e^
disablecloth: {clothprefix}d^
# Bans artifacts on any pile (or rather, allows items of any quality except Artifact quality).
# This should be safe to run on any type of pile.
noartifacts: sd{Down 2}{Right}{Up}fp{Right}{Up}&{Down 2}{Left 2}{Down 4}{Right}{Up}fp{Right}{Up}&{Down 2}{Left 2}{Down 4}{Right}{Up}fp{Right}{Up}&{Down 2}{Left 2}{Down 4}{Right}{Up}fp{Right}{Up}&{Down 2}{Left 2}{Down}{Right}{Up}fp{Right}{Up}&{Down 2}{Left 2}^
thread: {clothprefix}b{Right}p{Down}p{Down}p^
adamantinethread: {clothprefix}b{Right}{Down 3}p^
cloth: {clothprefix}b{Right}{Down 4}p{Down}p{Down}p^
adamantinecloth: {clothprefix}b{Right}{Up}p^
##################################
# weapon stockpile adjustments
##################################
weaponsprefix: s{Down 14}
enableweapons: {weaponsprefix}e^
disableweapons: {weaponsprefix}d^
metalweapons: {forbidtrapcomponents}{forbidstoneweapons}{forbidotherweapons}
ironweapons: {metalweapons}{forbidweapons}{permitironweapons}
copperweapons: {metalweapons}{forbidweapons}{permitcopperweapons}
steelweapons: {metalweapons}{forbidweapons}{permitsteelweapons}
forbidweapons: {weaponsprefix}{Right}f^
forbidtrapcomponents: {weaponsprefix}{Right}{Down}f^
forbidmetalweapons: {weaponsprefix}{Right}{Down 2}f^
forbidstoneweapons: {weaponsprefix}{Right}{Down 3}f^
forbidotherweapons: {weaponsprefix}{Right}{Down 4}f^
forbidironweapons: {weaponsprefix}{Right}{Down 2}{Right}&^
forbidcopperweapons: {weaponsprefix}{Right}{Down 2}{Right}{Down 3}&^
forbidsteelweapons: {weaponsprefix}{Right}{Down 2}{Right}{Down 8}&^
permitweapons: {weaponsprefix}{Right}p^
permittrapcomponents: {weaponsprefix}{Right}{Down}p^
permitmetalweapons: {weaponsprefix}{Right}{Down 2}p^
permitstoneweapons: {weaponsprefix}{Right}{Down 3}p^
permitotherweapons: {weaponsprefix}{Right}{Down 4}p^
permitironweapons: {forbidironweapons}
permitcopperweapons: {forbidcopperweapons}
permitsteelweapons: {forbidsteelweapons}
masterworkweapons: {weaponsprefix}{Right}{Down 5}f{Right}{Down 5}&^
artifactweapons: {weaponsprefix}{Right}{Down 5}f{Right}{Down 6}&^
forbidmasterworkweapons: {weaponsprefix}{Right}{Down 5}{Right}{Down 5}&^
forbidartifactweapons: {weaponsprefix}{Right}{Down 5}{Right}{Down 6}&^
permitmasterworkweapons: {forbidmasterworkweapons}
permitartifactweapons: {forbidartifactweapons}
##################################
# armor stockpile adjustments
##################################
armorprefix: s{Down 15}
enablearmor: {armorprefix}e^
disablearmor: {armorprefix}d^
metalarmor: {forbidotherarmor}
otherarmor: {forbidmetalarmor}
ironarmor: {metalarmor}{forbidmetalarmor}{permitironarmor}
copperarmor: {metalarmor}{forbidmetalarmor}{permitcopperarmor}
steelarmor: {metalarmor}{forbidmetalarmor}{permitsteelarmor}
forbidmetalarmor: {armorprefix}{Right}{Down 6}f^
forbidotherarmor: {armorprefix}{Right}{Down 7}f^
forbidironarmor: {armorprefix}{Right}{Down 6}{Right}&^
forbidcopperarmor: {armorprefix}{Right}{Down 6}{Right}{Down 3}&^
forbidsteelarmor: {armorprefix}{Right}{Down 6}{Right}{Down 8}&^
permitmetalarmor: {armorprefix}{Right}{Down 6}p^
permitotherarmor: {armorprefix}{Right}{Down 7}p^
permitironarmor: {forbidironarmor}
permitcopperarmor: {forbidcopperarmor}
permitsteelarmor: {forbidsteelarmor}
masterworkarmor: {armorprefix}{Right}{Down 8}f{Right}{Down 5}&^
artifactarmor: {armorprefix}{Right}{Down 8}f{Right}{Down 6}&^
forbidmasterworkarmor: {armorprefix}{Right}{Down 8}{Right}{Down 5}&^
forbidartifactarmor: {armorprefix}{Right}{Down 8}{Right}{Down 6}&^
permitmasterworkarmor: {forbidmasterworkarmor}
permitartifactarmor: {forbidartifactarmor}
##################################
# others
##################################
coinsprefix: s{Down 7}
enablecoins: {coinsprefix}e^
disablecoins: {coinsprefix}d^
leatherprefix: s{Down 11}
enableleather: {leatherprefix}e^
disableleather: {leatherprefix}d^
woodprefix: s{Down 13}
enablewood: {woodprefix}e^
disablewood: {woodprefix}d^
sheetprefix: s{Down 16}
enablesheet: {sheetprefix}e^
disablesheet: {sheetprefix}d^
# Set a finished goods stockpile to crappy low-quality trade goods only.
# Position such a stockpile near fort entrances to (hopefully) let thieves steal low quality junk.
junkgoods: s{Down 10}de{Right 2}&{Down 5}&{Down}&{Down}&{Down}&{Down 8}&{Down 2}&{Down}&{Down}&{Down}&{Down}&{Down}&{Left}{Down}f{Right}{Down}&{Down}&{Left}{Down}f{Down 2}f{Right}&{Down}&^
##################################
# farm plots
##################################
# Sets a farm plot to grow the LAST type of seed in the list of available seeds, for all 4 seasons.
# The last seed is used because it's usually Plump helmet spawn, suitable for post-embark. If you
# only have 1 seed type, that'll be grown.
growlastcropall: a{/}&b{/}&c{/}&d{/}&
# Sets a farm plot to grow the LAST type of seed in the list of available seeds
# for all 4 seasons. The last seed is used because it's usually Plump helmet
# spawn, suitable for post-embark. If you only have 1 seed type, that'll be
# grown.
growlastcropall: a/&b/&c/&d/&
# Like growlastcropall but grows the first one in the list instead.
growfirstcropall: a&b&c&d&
##################################
# mining tracks
##################################
# The following aliases make it more convenient to build the various types of mine tracks.
# For example, to build a north/south track 'Track (NS)', you would put trackNS in a cell(s).
trackN: CT{Enter}
trackS: CT{+ 1}{Enter}
trackE: CT{+ 2}{Enter}
trackW: CT{+ 3}{Enter}
trackNS: CT{+ 4}{Enter}
trackNE: CT{+ 5}{Enter}
trackNW: CT{+ 6}{Enter}
trackSE: CT{+ 7}{Enter}
trackSW: CT{+ 8}{Enter}
trackEW: CT{+ 9}{Enter}
trackNSE: CT{+ 10}{Enter}
trackNSW: CT{+ 11}{Enter}
trackNEW: CT{+ 12}{Enter}
trackSEW: CT{+ 13}{Enter}
trackNSEW: CT{+ 14}{Enter}
trackrampN: CT{+ 15}{Enter}
trackrampS: CT{+ 15}{+ 1}{Enter}
trackrampE: CT{+ 15}{+ 2}{Enter}
trackrampW: CT{+ 15}{+ 3}{Enter}
trackrampNS: CT{+ 15}{+ 4}{Enter}
trackrampNE: CT{+ 15}{+ 5}{Enter}
trackrampNW: CT{+ 15}{+ 6}{Enter}
trackrampSE: CT{+ 15}{+ 7}{Enter}
trackrampSW: CT{+ 15}{+ 8}{Enter}
trackrampEW: CT{+ 15}{+ 9}{Enter}
trackrampNSE: CT{+ 15}{+ 10}{Enter}
trackrampNSW: CT{+ 15}{+ 11}{Enter}
trackrampNEW: CT{+ 15}{+ 12}{Enter}
trackrampSEW: CT{+ 15}{+ 13}{Enter}
trackrampNSEW: CT{+ 15}{+ 14}{Enter}
# Aliases for building track rollers; use e.g. rollerHqqq to make a low-speed horizontal roller
rollerH: Mrs
rollerV: Mr
rollerNS: Mr
rollerSN: Mrss
rollerEW: Mrs
rollerWE: Mrsss
# Aliases for building track stops that dump in each of the four directions
trackstopN: CSd
trackstopS: CSdd
trackstopE: CSddd
trackstopW: CSdddd

@ -1,30 +1,83 @@
# quickfort aliases configuration file
# aliases for quickfort query mode blueprints
#
# Defines custom keycode shortcuts for blueprints. Definitions in this file take
# precedence over any definitions in the baseline aliases configuration file at
# hack/data/quickfort/aliases-common.txt. See that file for aliases that are
# already defined.
# This file defines custom keycode shortcuts for query mode blueprints.
# Definitions in this file take precedence over any definitions in the baseline
# aliases configuration file at hack/data/quickfort/aliases-common.txt. See that
# file for aliases that are already defined.
#
# This file can be used to simplify repetitive tasks, such as building minecart
# tracks or adjusting a food stockpile to accept seeds only. Making new aliases
# is just a matter of mimicking the keys used to navigate through the menus and
# select options.
# If possible, build on the baseline aliases when defining your own aliases. If
# the DF UI screens change, updated baseline aliases may allow your aliases to
# automatically adapt to the new UI. For example, if you create an alias to
# modify particular furniture stockpile settings, start your alias with
# "{furnitureprefix}" instead of manually writing "s{Down 2}". Then, if the
# location of the furniture setting changes, your alias will automatically
# inherit the updated position when DFHack is updated.
#
# Syntax:
# Aliases simplify repetitive tasks, such as configuring workshop profiles or
# adjusting a food stockpile to accept only seeds. Making new aliases is just a
# matter of mimicking the keys used to navigate through the menus and select
# options. Use the aliases in your blueprint spreadsheets by writing an alias by
# itself in a cell, like "nocontainers", or reference an alias in a larger
# sequence by enclosing in in curly brackets, like "{nocontainers}{linksonly}"
#
# For example, say you have the following build and place blueprints:
#
# #build start(4;1;upper left corner of stockpile) mason stockpile
# ~, ~, ~, `, `, `
# ~, wm, ~, `, `, `
# ~, ~, ~, `, `, `
#
# #place start(4;1;upper left corner of stockpile) build mason
# ~, ~, ~, s, s, s
# ~, ~, ~, s, s, s
# ~, ~, ~, s, s, s
#
# and you want to configure the stockpile to hold only non-economic ("other")
# stone and to give to the adjacent mason workshop. You could write the
# keystrokes directly:
#
# #query start(4;1;upper left corner of stockpile) configure mason
# ~, ~, ~, s{Down 5}deb{Right}{Down 2}p^, `, `
# ~, ~, ~, g{Left 2}&, `, `
# ~, ~, ~, `, `, `
#
# or you could use alias names:
#
# #query start(4;1;upper left corner of stockpile) configure mason
# ~, ~, ~, otherstone, `, `
# ~, ~, ~, give2left, `, `
# ~, ~, ~, `, `, `
#
#
# The syntax for defining aliases is:
# aliasname: keystrokes
#
# Special keys:
# {Right}, {Left}, {Up}, {Down}, >, < move the DF cursor
# {/}, {*}, {+}, {-} can be used to navigate some DF menus
# {Enter}, +{Enter}, {ExitMenu} - Enter, Shift+Enter, and Escape, respectively
# {Wait} pauses playback briefly
# Where aliasname is at least two letters or digits long and keystrokes are
# whatever you would type into the DF UI. A keystroke can also be a named
# keycode from the DF interface definition file (data/init/interface.txt),
# enclosed in curly brackets like an alias, like: "{Right}" or "{Enter}". In
# order to avoid naming conflicts between aliases and keycodes, the convention
# is to start aliases with a lowercase letter. You can add spaces in between
# keystrokes to make them easier to read. Spaces in keystroke sequences will be
# ignored. To insert a literal space, use "{Space}"
#
# Special keys can be repeated by adding a number inside the curly braces, for
# example: {Down 5}
# Anything enclosed within curly brackets can also have a number after it,
# indicating how many times that alias or keycode should be repeated. For
# example: "{buildblocks 9}" or "{Down 5}".
#
# Some shorthand:
# Ctrl, Alt, and Shift modifiers can be specified for the next keycode by adding
# them as keycodes. For example, Alt-h is written as "{Alt}h".
#
# Some frequently-used keystrokes are assigned shorthand characters. Think of
# them as single-character aliases that don't need to be surrounded in curly
# brackets:
# & expands to {Enter}
# @ expands to +{Enter}
# ^ expands to {ExitMenu}
# % expands to {Wait}
# @ expands to {Shift}{Enter}
# + expands to {Shift}
# ~ expands to {Alt}
# ! expands to {Ctrl}
# ^ expands to {ESC}
#
# If you need literal verisons of the shorthand characters, surround them in
# curly brackets, for example: "{+}"
#

@ -1,20 +1,26 @@
# quickfort main configuration file
#
# Set startup defaults for the quickfort script in this file. Settings can be
# dynamically overridden in the active session with the `quickfort set` command.
# temporarily overridden in the active session with the `quickfort set` command.
#
# If you have edited this file but want to revert to "factory defaults", delete
# this file and a fresh one will be copied from
# dfhack-config/default/quickfort/qickfort.txt the next time you start DFHack.
# Directory to search for blueprints. Can be set to an absolute or relative
# Directory tree to search for blueprints. Can be set to an absolute or relative
# path. If set to a relative path, resolves to a directory under the DF folder.
blueprints_dir=blueprints
# Set to "true" or "false". If true, will designate dig blueprints in marker
# mode. If false, only cells with dig codes prefixed with ``m`` will be
# designated in marker mode.
# mode. If false, only cells with dig codes explicitly prefixed with an "m" will
# be designated in marker mode.
force_marker_mode=false
# Allows you to manually select building materials for each
# building/construction when running (or creating orders for) build blueprints.
# Materials in selection dialogs are ordered according to preferences in
# materials.txt. If false, will only prompt for materials that have :labels.
# See https://github.com/joelpt/quickfort#manual-material-selection for details.
force_interactive_build=false
# Set to the maximum number of resources you want assigned to stockpiles of the
# relevant types. Set to -1 for DF defaults (number of stockpile tiles for
# stockpiles that take barrels and bins, 1 wheelbarrow for stone stockpiles).
# The default here for wheelbarrows is 0 since using wheelbarrows normally
# *decreases* the efficiency of your fort.
stockpiles_max_barrels=-1
stockpiles_max_bins=-1
stockpiles_max_wheelbarrows=0